Type: PsychicPsychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

HP: 90
Atk: **(+)
Def: *
SpA: **
SpD: *(-)
Spe: 40

Evolution Counter: 1 / 9
Move Counter: 1
Dream Counter: 1

Abilities:Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.Trace: (Can Be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.Telepathy (DW Locked): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Abilities:Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)Unburden (DW Locked): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Attacks:
Pound (*)
Leer (*)
Absorb (*)
Quick Attack (*)
Pursuit (*)
Screech (*)

Leaf Storm (*)
GrassWhistle (*)
Crunch (*)

Swords Dance (*)
Sunny Day (*)
Solarbeam (*)

Hide(Move your mouse to the hide area to reveal the content)Show HideHide Hide

Type: Dark/SteelDark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 60

Evolution Counter: 1 / 6
Move Counter: 1
Dream Counter: 1

Abilities:Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Pressure (DW Locked): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)

Yeah well, good luck with that. Okay we better not flood this thread with conversational stuff any more now...

EDIT: yikes, dunno if I'd use the natures you picked, though. D: Naughty is gonna be really detrimental to Ralts in all stages of Evolution, I'd go Lonely or Hasty if I were you. For Treecko, Hasty is allright, but you might consider a neutral nature too. Neutral natures are actually quite good in this ASB thing... just some suggestions in case you want to change anything before it gets approved.

Dokuto the Scolipede(Move your mouse to reveal the content)Dokuto the Scolipede (open)Dokuto the Scolipede (close)

Scolipede(*) Dokuto (M)Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)Type: Bug/PoisonBug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Poison Point: (Can be Disabled.) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)Quick Feet (DW=Unlocked): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Poison Touch (DW=Unlocked): (Can Be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

Abilities:Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.Plus (DW=Unlocked): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.

Froslass- Black Swan (F)
Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Type: Ice/Ghost
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Cursed Body (DW=Unlocked): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Eclipse the Honchkrow(Move your mouse to reveal the content)Eclipse the Honchkrow (open)Eclipse the Honchkrow (close)

Honchkrow- Eclipse (M)Nature: Lonely (Adds * to Attack, Subtracts * from Defense)Type: Dark/FlyingDark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilties:Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.Moxie (DW=Unlocked): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Iseria the Vespiquen(Move your mouse to reveal the content)Iseria the Vespiquen (open)Iseria the Vespiquen (close)

Vespiquen- Iseria (F)Nature: Sassy (add * to Special Defense, divide Speed by 1.15; increase in opponent's acuracy by a flat 10%)Type: Bug/FlyingBug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.Unnerve (DW=Unlocked): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Abilities:Chlorophyll: (Innate)During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.Regenerator (DW=Unlocked): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Persphone the Chandelure(Move your mouse to reveal the content)Persphone the Chandelure (open)Persphone the Chandelure (close)

Chandelure- Persephone (F)Nature: Modest (Increase Sp Atk by *, decrease Atk by *)Type: Ghost/FireGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.Shadow Tag (DW=Unlocked) : (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Abilities:Natural Cure: (Innate)This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.Technician (DW=Unlocked): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

Abilities:Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.Cloud Nine (DW): (Trait) Pokemon with Cloud Nine will not suffer any negative effects of weather, but will benefit from all positive effects. Sunny Day and Rain Dance do not increase the damage of attacks against them, or decrease the damage of their attacks. They suffer no damage in Hail and Sandstorm. Their SolarBeam will retain its BAP in Hail, Rain Dance, and Sandstorm, while the charge is still removed under Sunny Day. SolarBeam always charges against them, Blizzard, Thunder and Hurricane will always check with their 70% accuracy (or 50% if a weather effect reduces it.)

Boreas the Cloyster(Move your mouse to reveal the content)Boreas the Cloyster (open)Boreas the Cloyster (close)

Cloyster- Boreas (M)Nature: Hasty (Def decreased by 1, Spe increased by 15%, Accuracy also increased) [81^2/870= 8%]Type: Water/IceWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.Skill Link: (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).Overcoat (DW=Unlocked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Florence the Reuniclus(Move your mouse to reveal the content)Florence the Reuniclus (open)Florence the Reuniclus (close)

Reuniclus- Florence (F)Nature: Quiet (SpA up by 1, Spe divided by 1.15; 10% flat increase to accuracy of opponent's attacks)Type: PsychicPsychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.Regenerator (DW=Unlocked): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Iris the Jumpluff(Move your mouse to reveal the content)Iris the Jumpluff (open)Iris the Jumpluff (close)

Jumpluff- Iris (F)Nature: Jolly (Decrease SpA by 1, Increase Spe by 15%) [Acc modifier: 127^2/870=19%]Type: Grass/FlyingGrass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.Infiltrator (DW=Unlocked): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Valentine the Exeggutor(Move your mouse to reveal the content)Valentine the Exeggutor (open)Valentine the Exeggutor (close)

Exeggutor- Valentine (M)Nature: Modest (SpA increased by 1; SpD decreased by 1)Type: Grass/PsychicGrass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities: Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.Harvest (DW): (Innate) At the end of each round, this Pokemon recylces a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.

Goliath the Nidoking(Move your mouse to reveal the content)Goliath the Nidoking (open)Goliath the Nidoking (close)

Nidoking- Goliath (M)Nature: Naive (Speed increased by 15%, Accuracy increased, SpD decreased by 1) [98^2/870= 11%]Type: Poison/GroundPoison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).Sheer Force (DW=Unlocked): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Medea the Tentacool(Move your mouse to reveal the content)Medea the Tentacool (open)Medea the Tentacool (close)

Tentacool- Medea (F)Nature: Modest (+1 to SpA; -1 to Atk)Type: Water/PoisonWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)Liquid Ooze: (Innate) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Balthier the Staraptor(Move your mouse to reveal the content)Balthier the Staraptor (open)Balthier the Staraptor (close)

Staraptor- Balthier (M)Nature: Adamant (+Atk, -SpA)Type: Normal/FlyingNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.Reckless (DW=Unlocked): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Nyx the Drifblim(Move your mouse to reveal the content)Nyx the Drifblim (open)Nyx the Drifblim (close)

Drifblim- Nyx (F)
Nature: Serious (No effect)
Type: Ghost/Flying
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Aftermath: (Innate)If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Unburden: This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Flare Boost (DW=Unlocked): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Nereid the Poliwag(Move your mouse to reveal the content)Nereid the Poliwag (open)Nereid the Poliwag (close)

Poliwag- Nereid (F)Nature: Brave (Atk increased by 1, Spe decreased by 15%, flat 10% Evasion decreaseType: WaterWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Abilities:Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Marisol the Lileep(Move your mouse to reveal the content)Marisol the Lileep (open)Marisol the Lileep (close)

Lileep- Marisol (F)Nature: Relaxed (+Def; 15% decrease to Speed; 10% flat increase to opponents' attacks)Type: Rock/GrassRock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.Storm Drain (DW): (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Abilities:Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).Run Away (DW): (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Abilities:Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.Skill Link (DW=Unlocked): (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Marina the Ludicolo(Move your mouse to reveal the content)Marina the Ludicolo (open)Marina the Ludicolo (close)

Ludicolo- Marina (F)Nature: Quiet (SpA increased by 1; Spe decreased by 15% and evasion decreased by a flat 10%)Type: Water/GrassWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.Own Tempo (DW=Unlocked): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Leviathan the Horsea(Move your mouse to reveal the content)Leviathan the Horsea (open)Leviathan the Horsea (close)

Leviathan- Horsea (M)Nature: Modest (SpA raised by 1, Atk decreased by 1)Type: WaterWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Bridget the Deerling(Move your mouse to reveal the content)Bridget the Deerling (open)Bridget the Deerling (close)

Deerling- Bridget (M)Nature: Adamant (Atk raised by 1, SpA decreased by 1)Type: Normal/GrassNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilites:Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.Sap Sipper: (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Alraune the Necturine(Move your mouse to reveal the content)Alraune the Necturine (open)Alraune the Necturine (close)

Necturine- Alraune (F)Nature: Bashful (No effect on stats)Type: Grass / GhostGrass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Haruhi the Cleffa(Move your mouse to reveal the content)Haruhi the Cleffa (open)Haruhi the Cleffa (close)

Cleffa- Haruhi (F) [OT: King Serperior]Nature: Modest (SpA increased by 1, Atk decreased by 1)Type: NormalNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.Friend Guard (DW): (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).

Stats:

HP: 90
Atk(-): 0
Def: 2
SpA(+): 3
SpD: 2
Spe: 15
SC: 1
WC: 1
BRT: 10

EC:0/9
DC:0/5
MC:0

Attacks:
Pound
Charm
Encore
Sing
Sweet Kiss
Copycat
Magical Leaf

Aromatherapy
Substitute
Mimic

Shadow Ball
Protect
Fire Blast

Total Moves: 13

Electra the Buneary(Move your mouse to reveal the content)Electra the Buneary (open)Electra the Buneary (close)

Abilities:Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.Klutz: (Can be disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off. Limber (DW): (Innate) This Pokemon’s body is well trained and immune to paralysis.

Montblanc the Teddiursa(Move your mouse to reveal the content)Montblanc the Teddiursa (open)Montblanc the Teddiursa (close)

Teddiursa- Montblanc (M) [OT: The Royal Guard]Nature: Adamant (+1 Atk, -1 SpA)Type: NormalNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.Quick Feet: (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.Honey Gather (DW): (Innate) This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.

Abilities:Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

EDIT: Whoops, my mistake guys. I actually didn't look down the TM list and realize that the TM number changed after Gen III. It does indeed get Explosion. Thank you very much for telling me, Flora. And many apologies, zdrup.

Abilities:Overgrow: [Innate] When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)Unburden (DW): [Innate] This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Roggenrola (*) [Regolith] (F)Nature: Brave (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)Type: RockRock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).

Abilities:Sturdy: [Innate] This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.Sand Force: (DW) [Innate] This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

Abilities:Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Type: SteelSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:Plus: [Innate] This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.Minus: [Innate] This Pokemon possesses a negative electrical charge, when a Pokemon with Plus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Plus, the damage does not stack.Clear Body: [Innate] (DW) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

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Corphish (*) [Corph] (M)Nature: Brave (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)Type: WaterWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Abilities: Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Earthquake (*)
Dig (*)
Toxic (*)
Aron (*) [HardHead] (M)Nature: Impish (Adds * to Defense; Subtracts * From Special Attack)Type: Steel/RockSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).

Abilities:Sturdy: [Innate] This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.Rock Head: [Innate] This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.Heavy Metal (DW): [Innate] The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Abilities: Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10) Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Abilities:Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

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(*) Timburr[Hawksley] (M)Nature: Brave (+Attack, -Speed)

Type:Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Abilities:Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.Iron Fist: (DW) (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

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(*) Larvitar[Havok] (M)Nature: Rash (+Speed, -Special Defense)

Type: RockRock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Sand Veil (DW): (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Type: WaterWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1)

HP: 90
Atk: *(-)
Def: **
SpA: ****(+)
SpD: **
Spe: 85

AbilitiesIlluminate:
Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Analytic (DW):
Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. (Locked)

Arena Trap:
Type: Innate
This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.

Sheer Force (DW):
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.(LOCKED)

Attacks:
Bite (*)
Sand Attack (*)
Faint Attack (*)
Sand Tomb (*)

Focus Energy (*)
Fury Cutter (*)
Quick Attack (*)

Earthquake (*)
Toxic (*)
Rest (*)

EC: 1/9MC:1DC: 0/5

Freckles the Torchic(Move your mouse to reveal the content)Freckles the Torchic (open)Freckles the Torchic (close)

Type:Fire
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

HP: 90
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 45

Abilites:Blaze:
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Speed Boost(DW):
Type: Innate
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).(LOCKED)

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Ralts(*) [Shizuka] (Male)Nature: Serious (Neutral)Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Synchronize:
Type: Innate
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Trace:
Type: Can be Activated
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.

Telepathy:(DW)
Type: Innate
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Pick Up:
Type: Innate
This Pokemon has a natural habit of collecting items. Whenever a hold item (it's own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Thick Fat:
Type: Innate
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance. (2x weak becomes neutral, neutral becomes resistance, etc.)

Abilities:Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Houndoom(*) [Fenris] (M)Nature: Rash
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Abilities:
Flash fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).Early bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

(M)Nature: Serious
Type:
Grass:Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).Abilities:
Overgrow: (Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)Contrary: (Can Be Enabled)This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Feraligatr(*) [Fafnir] (M)Nature: Lonely
Type:
Water:Water STAB; Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Abilities:Torrent: (Innate)When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)Sheer Force: (Can Be Enabled)(DW locked)This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Tyranitar Thrym (M)
Nature:Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type:
Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Sand Stream (Innate):When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Unnerve (DW Locked): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Braviary Hraesvelgr (M)
Nature: Adamant
Type: Normal/Flying
Normal:Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Flying:Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Abilities:
Keen Eye : (Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Sheer Force: (Activated)This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Defiant: (DW locked)The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Abilities:
Blaze: (Innate)When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost: (unlocked) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Abilities:
Motor Drive(Innate):This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Vital Spirit: (Innate)This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Weavile Skadi (F)
Nature: Jolly (+Spe, - SAtk)
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ice:Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Pressure:This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Pickpocket: (Locked)This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.

Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Insomnia: (Innate)This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate)This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie: (Innate)This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
HP: 110
Atk: Rank 5
Def: Rank 3(+)
SpA: Rank 4
SpD: Rank 2
Spe: 61(-)
Size Class: 2
Weight Class: 3
Base Rank Total: 20

Abilities:
Synchronize: (Innate)Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Inner Focus (Locked):When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Absol (F) Hel
Nature:Brave
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Pressure: (Innate)This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Super Luck: (Innate)This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Justified: (DW locked)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Abilities:
Moxie: (Innate)This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Shed Skin: (Innate)This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Intimidate: (Innate)When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Hydreigon Typhon (M)
Nature: Rash(+Sp.Atk, -Sp.Def)
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Ability:Levitate(Innate)This Pokemon naturally floats above the earth when released or easily takes flight, evading all the seismic moves. Earth Power will have 3 less BAP. Dig and Dive can still strike a Levitating Pokemon, but only if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Other Ground moves can still hit.

Type:Electric/Water
Electric:Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Water:Water STAB; Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Volt Absorb(Innate):This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Illuminate(Can be enabled):This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Water Absorb(Unlocked, Innate):This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Sableye Sigyn (F)
Nature: Quiet (+Sp. Atk,-Spe)
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Keen Eye:This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stall:This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster (Innate):The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16

Abilities
Harvest: (Passive) At the end of each round, this Pokémon can recycle or restore a berry that has been used or partially used. If the weather is Sunny Day, the Berry will be fully restored / recycled 100% of the time. If the weather is not Sunny Day, the Berry will be fully restored / recycled 50% of the time. This check occurs immediately after the final action of a round, before any arena effects that might change the weather take effect. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest cannot not regrow it. The Berry is consumed at the end of the battle.
Infiltrator (DW LOCKED): (Passive) Through a combination of speed and cunning, this Pokémon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

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Ralts (*) Blade (M)Nature: Adamant (Attack increased by *; Special Attack reduced by *)Type: PsychicPsychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.Telepathy: (DW) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Abilities:Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14).Shell Armor: (DW) (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Abilities:Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.Swarm: (DW) (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10).

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Zweilous [Ringo] (Male)Nature: Modest

Type:
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

Stats:
HP: 90
Atk: **(-1)
Def: ***
SpA:****(+1)
SpD: ***
Spe: 38

EC: 4/9MC: 1DC: 3/5

Abilities:
Ability 1: Hustle

Type: Can be Enabled​

This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.​

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Mienfoo [Grace] (Female)Nature: Hasty

Type:
Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).Stats:

HP: 90​

Atk: ***
Def: *(-1)
SpA: **
SpD: **
Spe: 75(65x1.15)

EC: 3/6MC: 2DC: 2/5

Abilities:

Ability 1: Inner Focus
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Ability 2: RegenatorType: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Ability 3: Reckless (Dream World)
Type: Innate
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.

Abilities:Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.​

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Staryu [Misty] (genderless)

Nature: Timid

Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: *(-)
Def: **
SpA: ***
SpD: **
Spe: 97(85x1.15)

EC: 0/6
MC: 0
DC: 0/5

Abilities:
Illuminate: Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

Natural Cure: Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Analytic: Type: Can be Enabled (Dream World)
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.